I love the second version!
I would have use less spec (or more roughness) on the black part of the head to make scales look more used and contrast with the sharp spec of the yellowish/jelly part of the skin.
EDIT: Your last image is interesting because you seems to be able to reproduce the infamous black fresnel bug of Guerilla (visible on displaced borders of the "eyebrow"). Any hope Cyril or Ben could take it and finally get ride of it?
Last edited by Narann (2016-06-23 23:45:11)
Thanks Cedric and Dorian!
Dorian, yeah I agree more contrast between the 2 material types would have helped, although I looked at some lobsters photos and their carapace was quite shiny in general, so I pushed the reflection on the exposed translucent skin a bit more. But yeah overall it's quite shiny I agree.
As a side note, I've tried to use sub shaders on maps to get the contrast between mud and shell/skin properties but it was slowing down render times by quite a bit. So I had to combine the masks in Mari.
And I had to bake the mud displacement into the extracted in Zbrush instead of keeping it as a separate layer as I couldn't find a way to make it additive on top of the vector displacement maps (which works well).
Woooawww, Better renders than in the movie !!!
- Guerilla dev, the guy to hug
Yeess ! So great man ! And I'm a D9 fan :-)
I'm curious, what is your displacement and normal workflow ? Are you using a bump map to get the high frequencies, only vector displacement or it's a displacement map with the Displacement+Bump mode ?
Cyril 'Hulud' Corvazier
Thanks guys for the kind words.
Cyril: for the final image (top one) I've used vector displacement and plugged a bump ma into the spec normal and diffuse normal for the eyelids. For the second and third images, only vector displacement